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Lecture Introduction to systems analysis and design Chapter 17 Whitten, Bentley

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Chapter 17 Objectoriented design and modeling using the UML. This is the second of two chapters on objectoriented tools and techniques for systems development. This chapter focuses specifically on tools and techniques that are used during systems design.

Chapter Chapter 17 17 Object-Oriented Object-Oriented Design Design and and Modeling Modeling Using Using the the UML UML McGraw-Hill/Irwin © 2008 The McGraw-Hill Companies, All Rights Objectives • Understand entity, interface, control, persistence, and system classes • Understand the concepts of dependency and navigability • Define visibility and explain its three levels • Understand the concept object responsibility and how it is related to message sending between object types • Describe the activities involved in object-oriented design • Differentiate between a design use-case narrative and an analysis use-case narrative • Describe CRC card modeling • Model class interactions with sequence diagrams • Construct a class diagram that reflects design specifics • Model object states with state machine diagrams 17-2 Object-Oriented Design Object-oriented design (OOD) – an approach used to specify the software solution in terms of collaborating objects, their attributes, and their methods – Continuation of object-oriented analysis 17-3 Design Classes In OO programming every piece of code resides inside an object class 17-4 Types of Design Classes Entity Class - contains business related information and implements analysis classes Interface Class - provides the means by which an actor interacts with the system – A window, dialogue box, or screen – For nonhuman actors, an application program interface (API) Control Class - contains application logic Persistence Class - provides functionality to read and write to a database 17-5 System Class - handles operating systemspecific functionality Design Relationships Dependency • A dependency relationship is used to model the association between two classes: – To indicate that when a change occurs in one class, it may affect the other class – To indicate the association between a persistent class and a transient class • Interface classes typically are transient – Illustrated with a dashed arrow 17-6 Design Relationships Navigability • Classes with associations can navigate (send messages) to each other • By default the associations are bidirectional • Sometimes you want to limit the message sending to only one direction • Illustrated with an arrow pointing in the direction a message can be sent 17-7 Attribute and Method Visibility Visibility – the level of access an external object has to an attribute or method – Public attributes/methods can be accessed/invoked by any other method in any other object or class Denoted by the + symbol – Protected attributes/methods can be accessed/ invoked by any method in the same class or in subclasses of that class Denoted by the # symbol – Private attributes/methods can be accessed/invoked by any method in the same class Denoted by the – symbol 17-8 Method – the software logic that is executed in response to a message Object Responsibilities Object responsibility – the obligation that an object has to provide a service when requested and thus collaborate with other objects to satisfy the request if required – An object responsibility is implemented by the creation of methods that may have to collaborate with other objects and methods 17-9 Object Responsibility 17-10 Step 3: Identify Class Behaviors and Responsibilities • Analyze use cases to identify required system behaviors – Search for verb phrases – Some will reflect manual actions, others automated • Associate behaviors and responsibilities with classes • Model classes that have complex behavior • Examine class diagram for additional behaviors • Verify classifications 17-17 Condensed Behavior List Condensed Behavior List for Place New Order Use Case 17-18 Behaviors Process new member order Retrieve product catalog information Display W11-Catalog Display window Retrieve member demographic information Display W02-Member Profile Display window Validate quantity amount Verify the product availability Determine an expected ship date Determine cost of the total order Display W03-Order Summary Display window Prompt user Check Status of member account Class Type Control Entity Interface Entity Interface Entity Entity Entity Entity Interface Interface Entity Tools for Identifying Behaviors and Responsibilities Class Responsibility Collaboration (CRC) Card - a card that lists all behaviors and responsibilities assigned to a class – Often built interactively in a group setting that walks through a use case Sequence diagram - a UML diagram that models the logic of a use case by depicting the interaction of messages between objects in time sequence 17-19 CRC Card Listing Behaviors and Collaborators of a Class Object Name: Member Order Sub Object: Super Object: Transaction Behaviors and Responsibilities Report order information Calculate subtotal cost Calculate total order cost Update order status Create Ordered Product Delete Ordered Product 17-20 Collaborators Member Ordered Product Sequence Diagram 17-21 Actor Interface class Controller class Entity classes Messages Activation bars Return messages Self-call Frame Another Sequence Diagram 17-22 Guidelines for Constructing Sequence Diagrams 17-23 • Identify the scope of the sequence diagram, whether entire use-case scenario or one step • Draw actor and interface class if scope includes that • List use-case steps down the left-hand side • Draw boxes for controller class and each entity class that must collaborate in the sequence (based on attributes or behaviors previously assigned) • Add persistence and system classes if scope includes that • Draw messages and point each to class that will fulfill the responsibility • Add activation bars to indicate object instance lifetimes • Add return messages as needed for clarity • Add frames for loops, optional steps, alternate steps, etc Step 4: Model Object States • Object state – a condition of the object at one point in its lifetime • State transition event –occurrence that triggers a change in an object’s state through updating of one or more of its attribute values • State machine diagram – a UML diagram that depicts: 17-24 – the combination of states that an object can assume during its lifetime, – the events that trigger transitions between states, – the rules governing the objects in transition Object State Example 17-25 State Machine Diagram 17-26 Verifying Object Behavior and Collaboration Role playing – the act of simulating object behavior and collaboration by acting out an object’s behaviors and responsibilities – Participants may assume the role of an actor on an object type – Message sending is simulated by using an item such as a ball that is passed between the participants – Useful for discovering missing objects and behaviors 17-27 Updating Object Model to Reflect Implementation Environment Design class diagram – a diagram that depicts classes that correspond to software components that are used to build the software application Includes: – Classes – Associations and gen/spec and aggregation relationships – Attributes and attribute-type information – Methods with parameters – Navigability – Dependencies 17-28 Transforming Analysis Class Diagram to Design Class Diagram • Add design objects to diagram • Add attributes and attribute-type information to design objects • Add attribute visibility • Add methods to design objects • Add method visibility • Add association navigability • Add dependency relationships 17-29 Four Implicit Object Behaviors • • • • 17-30 Create new instances Update data or attributes Delete instances Display information Partial Design Class Diagram 17-31 ... Control Class - contains application logic Persistence Class - provides functionality to read and write to a database 1 7- 5 System Class - handles operating systemspecific functionality Design Relationships... object-oriented analysis 1 7- 3 Design Classes In OO programming every piece of code resides inside an object class 1 7- 4 Types of Design Classes Entity Class - contains business related information and. .. Documentation to Reflect any New Use Cases 1 7- 12 Design Use Case 1 7- 13 Modeling Class Interactions, Behaviors, and States • Step 1: Identify and Classify Use-Case Design Classes • Step 2: Identify Class

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